Slaughter Weapons and XD_Muertes laughs

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Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Mon Apr 19, 2021 3:40 pm

Image

"sLAUGHter weapons" is a simple Doom elements modifier.
is especially compatible with Zandronum.
can be played in any (IWAD: doom2, tnt, freedoom)

is compatible with multiplayer modes like (LMS, Survival, DeathMatch)



What does Slaghter Weapons offer ???

There are 12 powerful new weapons with an interesting enemy search and tracking system.
the most powerful weapon can launch a projectile that explodes like a supernova (SN1987A)
the weapons use 8 new types of ammunition with different random presentations.
there is a new and simple HeadUpDisplay / HUD.
the player has some upgrades like higher jumps and a rechargeable shield.
there are graphics and sprite replacements.
has new Skill definitions.
There is a new menu where you can listen and customize buttons to sounds and Music.



What is XD_Muertes ???

:lol: XD_MUERTES is a large audio package with more than 1500 new sounds from different video games.
XDM replaces the original sounds and audio definitions with many of its random "Categories" and custom sounds.
this additional Mod can be easily combined with any other Gameplay Mod, T.C. of the community.
also include a new (ANCRINFO / Announcer) called "Es: Loquendo Latino"



You will find much more information by reading (Slaughter-INFO.txt)
Tambien esta disponible en español: Slaughter_DATOS.txt
aun que en (bloc de notas) parece que no se ve bien. :?

DOWNLOAD: Slaughter_Weapons-G3 + XD_MUERTES-G9 (SLW+XDM_1.zip)

run the Mod with the following file
to fix some bugs:
sLAUGHTterW3_ammo_fix.zip



ScreenShot:
Screenshot_Doom_20210420_163955.png


sLAUGHter_Weapons-G4
gameplays:
https://m.youtube.com/watch?v=zpgMQrde2VM

https://m.youtube.com/watch?v=happc4kuXAA



If there are problems, bugs, questions or any suggestions,
please comment so that we can improve the gaming experience. :idea:
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Last edited by Deybar_TECH on Sun Jul 18, 2021 2:37 am, edited 2 times in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Postby (:< » Thu Apr 22, 2021 1:24 pm

I love this mod but some of the sounds such as the Famas Firing Sound and the N.F.G Base Firing sound sound weak overall great mod also the way the mod is structured makes it that it's really annoying to change sounds can there also be a way to have simplified ammo types
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Fri Apr 23, 2021 12:28 am

Hello.
I can increase the volume of
the weapons, but I have to mention that (ammo: KINETIC)
revolver & Rifle use 2 firing sounds at the same time
to be heard much louder than other weapons.


(:< wrote:a way to have simplified ammo types

Do you mean the multiple spawn amount that appears for each Item
or its multiple random Sprites ???
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Re: Slaughter Weapons and XD_Muertes laughs

Postby (:< » Fri Apr 23, 2021 12:14 pm

No what I mean is the type of ammo each weapon uses like in vanilla doom
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Sat Apr 24, 2021 11:53 pm

In the first versions of the Mod,
the weapons did use the classic/vanilla ammunition,
but that did not behave as I wanted.
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Re: Slaughter Weapons and XD_Muertes laughs

Postby (:< » Wed Apr 28, 2021 1:17 pm

How come?
(:<
 
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Thu Apr 29, 2021 12:56 am

(:< wrote:How come?

it was probably because of (Dehacked)
but I wanted the player to no longer start with Pistol
and when he replaced the (DoomPlayer) the ammunition (Cell
began to ignore the maximum amount of 256.
This made me doubt the rest of the ammunition
because such Maybe they had more internal hidden properties

Currently (Slaughter_Weapons) is more invasive and complex than before
now use (ACS: SetAmmoCapacity) to alter max ammo. so the Vanilla ammo may come back.
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Tue May 11, 2021 1:20 am

playing some maps I discovered
that random ammunition can overload
the memory of the game.

download this patch to fix that and other problems.
Also, it comes with some improvements in Extreme-Force and N.F.G.

SlaughterW3_AMMO_FIX.wad


I built 3 other weapons that will be
available in a new version of the project
with an interchangeable weapon slot system. 8-)
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Tue May 18, 2021 4:36 pm

A few days ago, I wanted to add the
Assault Rifle (Heckler & Koch - G11) to
this project but I couldn't find Sprites
that met my expectations.

so I tried to capture some YouTube videos
to transform them into Sprites,
but the work required for each frame
and the end result was a disaster.


TEMPGN.png




so I decided to create 3D models of all the weapons
that are in the project to add them
directly in (.MD3) format.
I will first start with (G11)
and for its design, I am based mainly on
an old prototype and not on the version
that everyone knows.





Years ago I wanted to make a Mod with
3D weapons, but the development of my
flight simulator (3D_ACE) caused this idea
to be completely abandoned.





The process of creating 3D objects is quite slow
but with each improvement,
I will be updating the forum with
screenshots of the models
every time I can connect.
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Last edited by Deybar_TECH on Wed Aug 25, 2021 5:58 pm, edited 1 time in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Mon May 24, 2021 11:39 pm

These days I was expanding the amount
of data that the new version of my
sound pack (XD_Muertes) will have.

It will be approximately 10Mb bigger
than the previous version and there
will be big expansions for:
PS2 Black (all voice samples)
Marvel vs Capcom (melee sounds) Shinobido way of the ninja (melee sounds)
Ace Combat 4 & X (radio voices)



XD_Muertes-G10.pk3 is still under construction
and will later have to undergo extensive
performance testing and sound management.

I hope I can handle the infinite audio channel problem that has plagued all of its predecessors.


Because I was improving XDM, I couldn't
have time to work on the 3D weapons.
Last edited by Deybar_TECH on Fri Jun 25, 2021 6:51 pm, edited 1 time in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Fri Jun 25, 2021 6:50 pm

There have been a lot of problems with the 3D weapons.
:x

1- I have long since lost my enthusiasm
for firearms. And unlike airplanes,
rebuilding 3D weapons was very daunting.

2- I always had the feeling that I was
missing something or was making a
design mistake.
so I would always suddenly stop 3D
construction to search for
more information or find some design idea.

3- there are thousands of calibers
and types of bullets.
many of which have arbitrary decimal
measurements and sizes.
and the fact that there are the
same bullets but measured with
"mm / inch / gauge / bore"
are causing a lot of confusion when
choosing some type of ammunition
or creating a new standard for my 3D weapons.

4- Unlike ammunition, it is very difficult
to find reliable comparative sizes
between weapons.
many times I found images of pistols
and submachine guns larger than
assault rifles or shoulder rocket launchers.



This last issue has forced me to create
my own ammunition and weapon
size comparison chart.
I am currently guessing the size of
each weapon by means of the ammunition
they fire since this method seems
to be the most approximate and the
only one available.

Weapon_Size-Low.png





I was really surprised by how difficult
it is to obtain this basic and essential information.
:shock:

Cut-away, plans, mechanisms and
reliable comparisons from all angles
are something that you can find on
the internet even by accident with the
newest and most secret combat aircraft. :wub:
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Tue Jul 06, 2021 11:46 pm

Jericho_6mm (Rapier 52-F40).png

I'm going at a snail's pace,
but this pistol (Jericho 9mm.41)
is very close to completing its
modeling phase.
then it will only be necessary to
paint/texturize it with static lighting
so that it is compatible with Zandronum.

This modified handgun will use
small rifle cartridges much more
effective than the original 9mm. :D
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Sun Jul 18, 2021 2:43 am

https://m.youtube.com/watch?v=zpgMQrde2VM

https://m.youtube.com/watch?v=happc4kuXAA


these are videos of the Secret: sLAUGHter_Weapons-G4.
More videos of this version will appear
on my YouTube channel.

mainly to show the progress of the
new: XD_Muertes-G10
with more than 3200 sounds and voices.
I hope to have it ready next August.

3D weapons will be included in:
sLAUGHter-5 which will be an
absolute rebuild instead of an
expansion and correction of features
as is the secret version 4.



Many thanks to: Captain J
for allowing me to use many of
his excellent Sprites.

please visit their Resource forum:
viewtopic.php?f=37&t=37556
Last edited by Deybar_TECH on Sat Aug 07, 2021 12:44 am, edited 1 time in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Sat Aug 07, 2021 12:38 am

Spoiler: "old videos"



During these days, I dedicated myself
to creating some new enemies and
making many adjustments to the new:
sLAUGHter Weapons-G4.

In these 2 long and relatively old videos,
I started to improve the
enemy "Respawn" system.
Now, in this Mod the Respawn is used
mainly to help the enemies to be
more challenging and it serves to give
a feeling of game type (Invasion)
that is an infinite survival of enemies.

Previously in Slaughter_Weapons-G3,
only KINETIC ammunition and
ExtremeBFG could block Respawn.
What in high difficulties caused
an absolute preference towards
these weapons.

Now that all the difficulties will use
the Respawn of enemies,
I am creating new tactics and
specific actions so that all weapons
can counter the Respawn of enemies
in their own style. :idea: :twisted:
Last edited by Deybar_TECH on Sat Oct 30, 2021 12:44 pm, edited 1 time in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Postby Deybar_TECH » Wed Aug 25, 2021 6:02 pm

The sLAUGHter_Weapons-G4
update and bug fix process
is completely out of control !!!!
:!:

Slaughter_Weapons-G4's goal changed
to now pave the way for
Floating 3D weapons.

So instead of making minor changes
and adjustments, I am now taking
apart and scrambling the entire project
to increase the efficiency of its code
and add many new gameplay mechanics.

In addition, the inventory
and ammunition system
will change completely
because I am examining many
cartridges in search of a definitive
unification for 3D weapons
and I am trying to save the
Inventory within
ConsoleVariables / Cvar
to be able to remember
the previous Game.

It is quite possible that with
the many changes in the structure
of the project, it will change
its name to "Onslaught".
Just like the first old version
"War_Weapons"
changed to: Slaughter Weapons.
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